Suggestions for Implementation within the Mod

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Hi, I'm new around here.. I think this is a very good mod  :grin:

This is what I humbly suggest :

- Too many missile weapon around, espescially in the mercenaries lines troop... Maybe you can reduce it a bit ?

- It should be nice if all the new swords have scabbards.

- I think the shield bash kit will add depth to the combat.


Thats all for now. And thanks for the good mod.
 
Wilson J.A 说:
Hi, I'm new around here.. I think this is a very good mod  :grin:

This is what I humbly suggest :

- Too many missile weapon around, espescially in the mercenaries lines troop... Maybe you can reduce it a bit ?

- It should be nice if all the new swords have scabbards.

- I think the shield bash kit will add depth to the combat.


Thats all for now. And thanks for the good mod.

I think the problem isn't too many ranged weapons with merc, it's just too many mercs.  That's been fixed in the next release.

Shield bash has been added as well as some other secret surprises you'll have to wait for the release to find out about, but I think most people will like.

A lot of the new swords don't have scabbards because either there wasn't a scabbard of the correct shape/size available (and we don't do modeling very well) or the sword it's designed on didn't use one.  Some do have scabbards, however.  Were there any in particular?  Because I might've just missed the proper flag for them.
 
How about adding more factions? I mean it does say Native Expansion what better way to expand then add more factions I mean you could have the Calradian empire all of a sudden emerge and try and take back its kingdom etc..
 

I think the problem isn't too many ranged weapons with merc, it's just too many mercs.  That's been fixed in the next release.

Shield bash has been added as well as some other secret surprises you'll have to wait for the release to find out about, but I think most people will like.

A lot of the new swords don't have scabbards because either there wasn't a scabbard of the correct shape/size available (and we don't do modeling very well) or the sword it's designed on didn't use one.  Some do have scabbards, however.  Were there any in particular?  Because I might've just missed the proper flag for them.
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WOW that's great  :mrgreen:

About the sword it's too bad really, they will be very cool with scabbard... but never mind I'm happy enough with them now.
Waiting eagerly for the next release and keep up the good work  :grin:
 
Berkona 说:
How about adding more factions? I mean it does say Native Expansion what better way to expand then add more factions I mean you could have the Calradian empire all of a sudden emerge and try and take back its kingdom etc..

That would involved alot of work since it requires adding in a whole new fraction, all new troop lines to be balance with the present factions, a new map that would feature new cities and locations and might have to alter a huge chunk of the game. That would require alot of thinking, coding, and make this probably one of the biggest mod to be released, probably close to 200mb?  :shock:
 
The biggest problem with a new faction is the new map issue.  The amount of code that would need to be added to put in another faction is probably only around 100-200 lines.  Not much at all.  But there would be nowhere for that faction to hang out and I'm not willing to try editing the map given Native is *still* revising pathing and stuff for theirs.

I'm hoping we get a release out this weekend.  I was wanting to get it out tonight (and even have one ready to go) but we're wanting to add one more feature that I think people will like first.  And it's one that will break saves, so I think we're waiting a day or so until I get the code for it finished (My goal for tomorrow.)  It's also an addition that may settle the extra trample damage dispute.  If it works like I'm hoping.
 
Jinnai 说:
The biggest problem with a new faction is the new map issue.  The amount of code that would need to be added to put in another faction is probably only around 100-200 lines.  Not much at all.  But there would be nowhere for that faction to hang out and I'm not willing to try editing the map given Native is *still* revising pathing and stuff for theirs.

I'm hoping we get a release out this weekend.  I was wanting to get it out tonight (and even have one ready to go) but we're wanting to add one more feature that I think people will like first.  And it's one that will break saves, so I think we're waiting a day or so until I get the code for it finished (My goal for tomorrow.)  It's also an addition that may settle the extra trample damage dispute.  If it works like I'm hoping.
ah! i cant wait!
 
Is there any way to "deactive" the morale ("your troops flee in terror!") and the "killed enemies" reports? I mean, i like that function (morale) but i don't want to have those message constantly on the screen.
 
Ogodei 说:
Is there any way to "deactive" the morale ("your troops flee in terror!") and the "killed enemies" reports? I mean, i like that function (morale) but i don't want to have those message constantly on the screen.

It's actually very difficult to include a user customizable setting I learned (there will be one in the next release.)  So no, there won't be a way to turn off the notifications, but don't worry they don't actually show up that often.  They don't spam the screen at all.
 
So I see you guys are almost done on the new update and I read Jinnai that you are waiting to fix some lines of code but what i'm confused about is the awaiting to fix the code is that so it doesn't break save game or its going to break save game no matter what?
 
Berkona 说:
So I see you guys are almost done on the new update and I read Jinnai that you are waiting to fix some lines of code but what i'm confused about is the awaiting to fix the code is that so it doesn't break save game or its going to break save game no matter what?

Instant save game break. We're adding a lot of things - I won't ruin it, but shield bash is among them. Overall, the script changes will break save games.
 
Berkona 说:
So I see you guys are almost done on the new update and I read Jinnai that you are waiting to fix some lines of code but what i'm confused about is the awaiting to fix the code is that so it doesn't break save game or its going to break save game no matter what?

Yeah, no matter what this next release will break saves.  You'll probably sill be able to load the saved games, but things will be... strange.  For instance I had Sanjar, Great Khan leading Nords and fighting himself in one battle when I tried to continue a save.  If we were to release right now, when I get the code finished I'm working on today (and am almost done with) the next release would also break saves.  Breaking saves is not something we want to do, so we decided to wait and just do one release later today or tomorrow.
 
I like the mod, but there is one thing I dislike and it is really annoying. It seems as if you just added as many items as you could get, without looking in to them enough. For example, Chipped Jeweled Sword, 60c swing dmg, 120 speed rating, 125 reach costs 1500~. This is extremely unbalanced. Also, many of the items are bugged, won't show or similar problems. I think you have to rework the items, because it doesn't matter if you have 10000 weapons or 100 weapons as long as they are good quality ones.

So I'd suggest you either rebalance ALL the weapons and their prices so they fit or remove the ones that aren't really so great and keep the good ones!
And it's the same with troops, there are soooo many different troops, but many of them are actually almost the same. It just feels unnecessary, I'd rather have 40 balanced, good quality troops in my game rather then 100 unbalanced, similar troops.

I still prefer to play this mod over native, but it feels unfinished and to unbalanced to be fully satisfying.

Good luck!

I hope you can take some criticism.



 
HitZoor 说:
I like the mod, but there is one thing I dislike and it is really annoying. It seems as if you just added as many items as you could get, without looking in to them enough. For example, Chipped Jeweled Sword, 60c swing dmg, 120 speed rating, 125 reach costs 1500~. This is extremely unbalanced. Also, many of the items are bugged, won't show or similar problems. I think you have to rework the items, because it doesn't matter if you have 10000 weapons or 100 weapons as long as they are good quality ones.

So I'd suggest you either rebalance ALL the weapons and their prices so they fit or remove the ones that aren't really so great and keep the good ones!
And it's the same with troops, there are soooo many different troops, but many of them are actually almost the same. It just feels unnecessary, I'd rather have 40 balanced, good quality troops in my game rather then 100 unbalanced, similar troops.

I still prefer to play this mod over native, but it feels unfinished and to unbalanced to be fully satisfying.

Good luck!

I hope you can take some criticism.

When have we displayed that we can't?

We're releasing a patch today, probably.
 
nice mod, few questions
what does shield bash exactly do? / how do i use it effectively?
another thing is i bought lordly plate armour for 1k+, it was 100k before the newest release, so i think a few 000s are missing
 
handofmidas 说:
nice mod, few questions
what does shield bash exactly do? / how do i use it effectively?
another thing is i bought lordly plate armour for 1k+, it was 100k before the newest release, so i think a few 000s are missing

Shield bash knocks your opponent down some of the time - the AI will do it too, so you'll end up bashing until one person's down, at which point a thrust can finish them.
 
HitZoor 说:
I like the mod, but there is one thing I dislike and it is really annoying. It seems as if you just added as many items as you could get, without looking in to them enough. For example, Chipped Jeweled Sword, 60c swing dmg, 120 speed rating, 125 reach costs 1500~. This is extremely unbalanced. Also, many of the items are bugged, won't show or similar problems. I think you have to rework the items, because it doesn't matter if you have 10000 weapons or 100 weapons as long as they are good quality ones.

So I'd suggest you either rebalance ALL the weapons and their prices so they fit or remove the ones that aren't really so great and keep the good ones!
And it's the same with troops, there are soooo many different troops, but many of them are actually almost the same. It just feels unnecessary, I'd rather have 40 balanced, good quality troops in my game rather then 100 unbalanced, similar troops.

I still prefer to play this mod over native, but it feels unfinished and to unbalanced to be fully satisfying.

Good luck!

I hope you can take some criticism.

Which items are bugged?  Only the halberd and arbalest have been reported so far.  The prices are a known issue and will be fixed very soon.
 
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